First, you must prepare your map, by placing two script origins diagonally opposite of each other. They must: - The same height as the tallest building within the playable area - Form a square - Have the KVPs of:targetname | minimap_corner

Stage 2 - Taking the minimap Image

Next, you will need to take the minimap image. To do this, ensure the the minimap_corners are compiled into the map and then launch the map. Ensure that you have these dvars set: - developer | 2 - developer_script | 1 - Use /devmap

When your ingame, ensure the map is looking as you wish, and then use the command: - /exec minimap

This will prepare your HUD to take a minimap. You now need to enter this dvar: - /scr_minimap_height ###

### is the height in units you wish to rise by. Normal sized maps are within the 5000 - 10000 range. Use your PRNT Screen button and take the image. Stage 3 - Preparing the Image

In a image editor that supports .tga or .dds files, ensure the image is:

- Exactly 1024 by 1024, or any dimension that is a Power of 2 - Save as a .tga if you do not require transparency - Save as a .dds ( DXT5 ), if you need transparency. You must delete the parts which you do not want to appear, using the normal transparent background. - Save in the texture_asset folder, if you do not have one, make it here: Drive Letter:\Program Files\Activision\Call of Duty - World at War

Stage 4 - Converting the Image

Launch Asset Manager, and load up the .gdt called levels, it is located in the source_data folder. Then:

- Click New Entry - Name it "compass_map_mp_mapname", mapname being the Radiant name of the map

Now set the settings to:

- Set materialType to 2D - If your using a .DDS file for transparency, you will need to change Replace to Blend - In the Color Map section, find your image in the texture_asset folder - Make it: - No Tile - Nomip Billinear - Tick Nopicmip

Then click Convert -> Current Asset Only and it will make three files:

- compass_map_mp_mapname.iwi, in the images folder - compass_map_mp_mapname, in the material_properties folder - compass_map_mp_mapname, in the materials folder

Stage 5 - Adding the minimap to the .CSV

In your mp_mapname.csv, add this line:

Code:

material,compass_map_mp_mapname

Re-compile your FF files and now prepare to make your map's .IWD file.Stage 6 - Making the .IWD file

For Vista: Go to this directory: Drive Letter:\Users\Name\AppData\Local\Activision\CoDWaW\usermaps and find your map's folder.

Within your map's folder, make a folder called images, and add to it the .iwi file you made earlier. Leave the images folder and:

- Right Click on it - Click Create Archive - Click on the radio button for .ZIP - Name it: mp_mapname.iwd - Create it.